Part 6 of Silent Hill: Townfall shifts focus back to Simon, tasking players with navigating a corrupted, Otherworld version of the CEG HQ to bring the story to its conclusion. This final chapter involves challenging puzzles, terrifying encounters, and a climactic boss battle.
Navigating the Otherworld CEG HQ
The chapter begins after a cutscene revealing further details about Richard's motivations and Simon's role as a whistleblower. Simon now possesses Richard's shotgun and any ammunition found should be saved for later use. The first objective is to collect the green Ordell file from a desk, which details Simon's past.
Players then need to ride the elevator to the ground floor. After another cutscene showing the elevator's descent, a CRTV Signal will play, hinting at equipment issues and alarms within the facility. Proceed down the hall to a large room containing a save phone, medical supplies (Alcohol and Gauze), and items for a CRTV puzzle: an Empty IV Bag, IV Fluid, a Reference Sheet Note, and a Radio.
The Reference Sheet Note provides crucial codes for puzzles, highlighting 'E3-E3' for clamp release and 'A5-D7' derived from '772-89'. After collecting a Controller Key from a nearby elevator puzzle, players must return to the ground floor and interact with the Alarm Status panel. Inputting the Controller Key and then 'A5D7' derived from the Alarm Code '77289' will deactivate the alarms.
With alarms off, interact with the command console to input the clamp release code 'E3E3' from the Reference Sheet. This allows players to rotate valves on four floors. The goal is to align the red pipes on each valve stack. Once all four valves are connected, return to the command console on the ground floor and activate 'gas flow,' 'flow test,' and 'ignite.' A CRTV Signal will play, indicating the path forward through a yellow, glowing door. Follow this path, crouch, and descend a ladder.
Escaping the Tunnel Maze and Restoring Power
The next area presents a tunnel maze. After collecting a Pipe, navigate through the tunnels, descending ladders and passing through vents. The maze requires careful navigation, with enemies lurking. The correct path involves taking a right at the first crossroads, proceeding straight at the second, and right again at the third. Another enemy encounter occurs before a fourth crossroads where players should go straight, and finally, left at the fifth crossroads to exit the maze.
Emerging from the tunnels, climb a ladder to unlock the SWDP Different Map. This area contains a large red valve that cannot be turned yet. Explore to find an elevator needing power, a locker room, and a Card Reader also requiring power. To restore power, proceed to the downstairs area and locate the Backup Generator. Flip the switch to restore power, but be prepared to hide as monsters will appear.
Return upstairs to the now-powered elevator and travel to the first floor. The map will update, revealing the JOE room. Collect the JOE Key from a desk in the northeastern room. Use the JOE Key to enter the JOE room, which contains supplies and an Access Card. Squeeze through a gap to find more items, including the RCU Refit Note and a Radio Signal.
The CCTV Command Console Puzzle
Return to the ground floor elevator and use the Access Card on the Card Reader to enter the CCTV Room. Here, a voice on the intercom will request a step-by-step account of 'that night.' Inside the CCTV Room, find the Remote Systems Control Note, a lockbox with valuable items, medical supplies, a save phone, a locked Remote Systems Control panel, and the CCTV system with its command console.
The command console presents a complex puzzle involving step-by-step instructions and symbol inputs. The first task requires opening Valve B. Using CCTV Cam ID 5, note Valve B's number (254) and input 'open,' 'valve,' and '254' into the console.
The next message directs players to 'START FILTER - A'. Use Cam ID 0 to find the Filter Unit's number (103) and input 'start,' 'filter,' and '103' on the console.
The following message details using a locker code (0825) to manually open auxiliary lines and then flush Aux Line B. Unlock the locker to obtain the AUX Key and supplies. With the AUX Key, enter the AUX Room upstairs. Insert the AUX Disk into the PC and read the 'Auxiliary Lines' file. This file dictates which valves to open in a specific sequence, following directional arrows and row numbers ('I' for open, '_' for closed). The sequences for the three rows are: Row 1: I _ I I _ I _ I I, Row 2: I _ _ _ I _ _ I I, Row 3: _ I I I _ I _ I.
Return to the CCTV room and use the command console to 'flush Aux Line B'. Using the Remote Systems Control Note, identify Aux Line B's ID as 246. Input 'flush,' 'aux,' and '246' into the console.
The next console message requires stopping the regulator. Use Cam ID 2 to find the Regulator's ID (781). Input 'stop,' 'regulator,' and '781' into the console.
Following this, the message instructs to 'UNLOCK THE DOOR leading to VALVE F.' Use Cam ID 4 to find the ID for the room containing Valve F (592). Input 'unlock,' 'door,' and '592' into the console.
Final Challenges and Confrontation
Descend to the area with the Backup Generator. The previously locked door in the bottom left corner now provides access to the Valve D to F Room. Interact with Valve F to manually open it. Return to the CCTV room.
Back in the CCTV room, a new message indicates the need to use the Clamp Release Module. Obtain the Clamp Release Procedure document. Interact with the clamp controls panel and follow the document's instructions precisely:
- Adjust Pressure Control to SET.
- Switch ON Self/All Notifiers.
- Identify Panel Model as 920CEG and set Tension and Balance to INT / INT.
- Set Run Off to DISENGAGED.
- Adjust Intubate Flow to NONE.
- Input clamp ID D71.
- Toggle report switches to match clamp letter ID configuration (D).
- Set power configuration: Battery 1 to B, Battery 2 to C.
- Press the Release Indicator.
A container will lower, signaling completion of this puzzle. Head downstairs, turn the large red valve, and proceed through the newly opened shuttered gates and down a ladder. Continue through corridors and down another ladder, eventually reaching a room with an intercom message. Follow another hallway, choosing the blue path. After a series of cutscenes, proceed to the elevator and descend to the ground floor. Exit CEG HQ.
Defeating The Weight and Reaching the Pier
Outside, players will face the game's final boss, The Weight. The fight has three phases. In each phase, The Weight will kneel, allowing players to pull out metal bars. Minor enemies will be summoned as the fight progresses. The Flare Gun is recommended for its stunning effect and damage output. During the third phase, be cautious of The Weight's whip attack and use the environment for cover.
After defeating The Weight, a cutscene will play, transporting Simon back to the Shorefront. Proceed along the beach and down the pier to encounter Richard for the final time, concluding the game.